Wild Rift Patch Notes 4.3c

This patch we’re charging in and bringing Hecarim to the Rift! Everyone’s favorite Star Guardian girlies are also making their return, and we’ve got your regularly scheduled balance updates. Welcome to Patch 4.3c!

Burn Bright—It’s Patch 4.3c!

This patch we’re charging in and unleashing Hecarim, The Shadow of War onto the Rift. He’ll excel at getting you right into the fight catching your foes off guard as you speed into their lane with a surprising gank. The Star Guardians are also back this patch, with new skins to add to your collection and an event to celebrate! And of course we’re bringing you your regularly scheduled balance updates! Welcome to Patch 4.3c!

Reminder: content will be released throughout the patch.

NEW

NEW CHAMPIONS

HECARIM, THE SHADOW OF WAR

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Hecarim is a spectral fusion of man and beast, cursed to ride down the souls of the living for all eternity. When the Blessed Isles fell into shadow, this proud knight was undone by the destructive energies of the Ruination, along with all his cavalry and their mounts. Now, whenever the Black Mist reaches out across Runeterra, he leads their devastating charge, reveling in the slaughter and crushing foes beneath his armored hooves.

Hecarim will be released on September 21 at 00:01 UTC.

EVENTS

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HECARIM’S CHARGE

Charge into the Rift and trample your foes!

The Hecarim’s Charge event begins September 21 at 00:01 UTC

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STAR GUARDIAN

Burn bright and team up with your friends to fight the forces of evil!

The Star Guardian event begins September 27 at 00:01 UTC

CHAMPION CHANGES

AHRI

No need to “wahri”, we’re buffing some of Ahri’s regen and flexibility, so that she can pounce around teamfights and kite her enemies more smoothly.

Essence Theft

  • Regeneration from takedowns: 70/110/150/190 + 30% Ability Power → 80/120/160/200 + 35% Ability Power

Fox-Fire

  • Bonus movement speed: 40% → 45%

ANNIE

After her rework, Annie has been burning her foes to a crisp with her high damage burst and pouncing Tibbers. To give her opponents more options when they’re playing against her we’re lowering some of the damage she and her furry friend can deal.

Pyromania

  • Stun time: 1.25/1.5/1.75s → 1/1.25/1.5s

Disintegrate

  • Base damage: 80/130/180/230 → 80/125/170/215

Molten Shield

  • Cooldown: 14/13/12/11s → 14s
  • Base shield: 50/110/170/230 → 50/100/150/200
  • Bonus movement speed: 30/35/40/45% → 20/25/30/35%

Summon: Tibbers

  • Damage on first release: 140/250/360 + 60% Ability Power → 130/230/330 + 60% Ability Power
  • Damage on second release: 120/170/220 + 40% Ability Power → 110/150/190 + 30% Ability Power
  • Casting range of pounce: 800 → 700

JHIN

Jhin is overpowering other marksmen in the early and mid game with his damage, and we “four-shadow” if we don’t make any adjustments this will continue. So we’re nerfing some of the damage he can deal.

Whisper

  • Bonus damage of the last bullet: 14% + level × 1% (reach the upper limit of 25% on level 11) Health loss → 10% + level × 1% (reach the upper limit of 25% on level 15) Health loss

Deadly Flourish

  • Damage: 50/100/150/200 + 50% Attack Damage → 60/100/140/180 + 40% Attack Damage

LEE SIN

As the game progresses into the later stages, Ninja Tabis begin to become weaker, since everyone has reached or is close to reaching their full builds. So we’ve made some adjustments so that Lee Sin doesn’t fall off as much when other champions reach their full builds.

Sonic Wave / Resonating Strike

  • Cooldown: 10/9/8/7s → 9/8/7/6s

Safeguard

  • Cooldown: 17s → 17/16/15/14s

Tempest / Cripple

  • Bonus Attack Damage: 100% → 125%
  • Cooldown: 10s → 8s

Dragon's Rage

  • Base damage: 175/400/625 → 200/425/650

MORGANA

Compared to her peers, Morgana is not performing well in the early and mid stages of the game. We’re buffing the damage from her abilities and her shield so that she can better protect her teammates in the earlier stages of the game.

TORMENTED SHADOW

  • Base damage: 5/10/15/20 → 7/12/17/22

BLACK SHIELD

  • Cooldown: 16/14/12/10s → 13/12/11/10s

ORNN

In our previous patches, we nerfed Ornn’s damage so that he would fit into the role of the beefy tank for your team, but we’ve seen that he is still surviving much better than any other tank champions in the game. So, we’re nerfing his ability to stay in longer teamfights, and also nerfing his laning and pushing ability in the earlier stages of the game.

LIVING FORGE

  • Bonus health, armor and magic resistance ratio: 7/14/21/28% → 7/12/17/22%

BELLOWS BREATH

  • Brittle damage: 5% - 24% Maximum health → 5% - 20% Maximum health
  • Minimum damage to minions: 110/160/210/260 → 80/130/180/230

SAMIRA

Samira has been struggling when going up against her foes in the Dragon Lane. Since she’s a marksman who needs to look for engages, rather than playing it safe and farming from afar, we feel Samira is not dealing the amount of damage she should for the risk she has to take. So we’re increasing some of her damage so that she is rewarded for the risky plays she needs to make to give her the advantage over her foes.

DAREDEVIL IMPULSE

  • Bonus movement speed of each stack: 2.5% → 3.5%

FLAIR

  • Base damage: 10/15/20/25 → 15/20/25/30
  • Attack Damage: 80/95/110/125% → 90/105/120/135%

INFERNO TRIGGER

  • Mana consumption: 100/50/0 → 60/30/0
  • Attack Damage: 50% → 55%

TEEMO

It’s been a minute since we’ve shown our favorite scout Teemo some love, and we feel there's “mush-room” for some improvements! Since Teemo has some unique aspects to his kit, we’re going to give him more room to deal more damage in the mid to late stages of the game, which will allow Teemo to provide more help to his team after the laning stage.

TOXIC SHOT

  • Damage per second: 5 + Level × 2 + 7.5% Ability Power → 5 + Level × 3 + 9% Ability Power

MOVE QUICK

  • Cooldown: 17s → 17/16/15/14s

NOXIOUS TRAP

  • Base explosion damage: 100/150/200 → 125/175/225

TRYNDAMERE

Tryndamere is struggling to go toe to toe with other carry champions in the Baron Lane, especially in higher levels of play, so we’re buffing his regeneration which should help him perform better in lane.

Bloodlust

  • Every point of Fury brings bonus regeneration: 0.7/1.3/1.9/2.5 + 1.2% Ability Power → 1/1.6/2.2/2.8 + 1.2% Ability Power

Mocking Shout

  • Cooldown: 14s → 12s

VAYNE

Marksmen rely heavily on attack speed, and since all of our adjustments to the runes and boots systems, Vayne has gained too many benefits. We’re slightly adjusting her attack speed per level and lowering some of her survivability so that if you pick Vayne in the Baron Lane you’ll face more risks in the earlier stages of the game.

base_stats

  • Attack speed per level: 3.2% → 2.2%

Night Hunter

  • Bonus movement speed when moving towards enemy champions: 15/20/30 → 10/15/20

Condemn

  • Cooldown: 18/16/14/12s → 21/18/15/12s

VLADIMIR

Since Vladimir’s release, he has ruled the rift with his excellent sustain and high damage in the later stages of the game. On top of that, he’s also performing well in every lane, so we’re adjusting him to even the playing field.

TRANSFUSION

  • Crimson Rush regeneration: 20 + Level × 12 + (5%+ 0.04% Ability Power) × Health lost → 20 + Level × 10 + (5% + 0.03% Ability Power) × Health lost

SANGUINE POOL

  • Damage: 20/40/60/80 + 3% Maximum health → 20/40/60/80 + 2% Maximum health

TIDES OF BLOOD

  • Damage: 30/50/70/90 + 40% Ability Power +3% Maximum health → 20/40/60/80 + 35% Ability Power + 2.5% Maximum health

SKINS

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High Noon Hecarim

Releasing September 21 @ 00:01 UTC

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Prestige Valiant Sword Riven

Releasing September 21 @ 00:01 UTC

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Immortal Journey Diana

Releasing September 21 @ 00:01 UTC

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Immortal Journey Tryndamere

Releasing September 21 @ 00:01 UTC

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Star Guardian Mythic Chroma Ahri

Releasing September 27 @ 00:01 UTC

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Star Guardian Kai’Sa

Releasing September 27 @ 00:01 UTC

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Star Guardian Sona

Releasing September 27 @ 00:01 UTC

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Star Guardian Soraka

Releasing September 27 @ 00:01 UTC

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Star Guardian Zoe

Releasing September 27 @ 00:01 UTC